POV-Ray : Newsgroups : povray.general : Physically accurate wax simulation : Re: Physically accurate wax simulation Server Time
31 Jul 2024 12:18:08 EDT (-0400)
  Re: Physically accurate wax simulation  
From: Alain
Date: 9 Sep 2007 10:26:03
Message: <46e4027b@news.povray.org>
Charles nous apporta ses lumieres en ce 2007/09/09 09:12:
> Hello,
> 
> I've made some progress:
> 
> http://www.turingbirds.com/personal/random/wax_trial_2_render.png
> http://www.turingbirds.com/personal/random/wax_trial_2.pov
> 
> However, despite the end of the cylinder being inside the box, it is not
> getting "blurry", just darker. It looks like povray is treating the
> scattering media as a single entity, rather than a near-infinite number of
> particles which it's supposed to represent. Kasuga_Kyousuke on povray irc
> advised me that radiosity will not fix this scene, because of the same
> reason: looking at the media as a single entity. Does anyone know of a way
> to make this work?
> 
> Thanks,
> Charles
> 
> PS. Intended result: candle wax with black bead embedded
> (http://www.turingbirds.com/personal/random/wax.png)
> PS2. adding absorption does not work; it only makes everything evenly darker
> 
> 
The media will not change the effective direction of a ray shot from the camera. 
To do that, the generaly accepted way is to use normals, or actual surface 
bending using an isosurface.
You can add something like a "micro-normal" like:

normal{granite scale 0.001}

you may even scale smaller like 0.00001 or even less.
Works best when using anti-aliasing.
You can also use bluring using the average pettern:
#local R = seed(0);
normal{average{average_map{#local S = 20;//adjust S to change the
//quality of the bluring
#while(S) [1 normal granite scale 0.01 translate<rand(R),rand(R),rand(R)>*0.01]
#local S=S-1;
#end
}}}

-- 
Alain
-------------------------------------------------
Do you want to know who you are? Don't ask. Act! Action will delineate and
define you.
Thomas Jefferson


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